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farren.5@osu.edu

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Everything posted by farren.5@osu.edu

  1. Also, the utility for knowing how many people (P) are on your server should be hidden.
  2. farren.5@osu.edu

    church bells attract zombies.

    Excellent idea, and later ones for being able to mechanically ring the bells too (although WHY you would want to call all the zombies to your exact position escapes me). Also, make it so that you can shoot the bells to have them ring. Shoot from a distance, ring the bells, distract the zombies, sneak into town, try to get out again before the pastor is done preachin'.
  3. farren.5@osu.edu

    Make Chernarus an Island

    I agree. Easiest way to fight vehicle hoarding for now. Implementation: North of a given latitude line, set every topographical point to -500m of what it currently is. Same for every point west of a given longitude line. The sea should take of the rest.
  4. farren.5@osu.edu

    Scavenge car parts off other vehicles

    I've wanted to post this idea for awhile, actually, so thank you for beating me to the punch. ;) I think that nearly all vehicle parts should be salvagd off of other vehicles, rather than running into somewhere and finding random tires, fuel tank parts and jerry cans sitting on the floor. It would also help de-incentivize server hopping at the highest spawning industrial areas to find the parts. We should have to scavenge out in the dangerous open roads from wrecked cars, vulnerable to players and zombies, rather than hopping from server to server inside of a factory. This would also increase the general number of spawn locations as well. In terms of implementation, wrecked vehicles could be coded like regular vehicles, where you go up to them, check them out, see if there's any hope to fix them up and check the inventory of the vehicle to see if there's anything you can use (or anything anyone has put there for 'safe' keeping). It would add another strategic dimension if you could get in some of the semi-wrecked vehicles and hide from zombies that way.
  5. farren.5@osu.edu

    Server Hopping: Good or bad?

    I posted something addressing this awhile back, let me know what you think: http://dayzmod.com/forum/index.php?/topic/81251-spawning-in-after-logging-out/page__hl__%22spawning+in%22
  6. farren.5@osu.edu

    Spawning Outside of Buildings, Not in Them

    PigMonkey - I like your suggestion #1. #2 and #3 I think are a bit beyond the game's capabilities right now and don't seem to fit perfectly with a post-apocalyptic world (at least from my perspective, ie: most source of electricity, including most batteries, are dead), but I do really appreciate your feedback. Power Nap - I think you're really on to something with this idea. Rocket spoke of having his underground shelters be a separate instance outside of the rest of DayZ, so the functionality necessary for what you suggest should be very possible. How about this: The currently un-enterable buildings are actually enterable, but only to someone who has a crowbar to pry the door open (the doors on the other buildings are already unlocked). When you face a door on an un-enterable building it gives you the nametag "Door" (like a vehicle). Using the scroll wheel when facing the door when you have a crowbar in your inventory gives you the option to "Pry door open" which after the basic "bandaging/fixing a tire" action takes you into the instance inside that particular building. Inside this instance is a table which is coded to act like an immobile vehicle that can't be fixed, but in which you can store items. When you are back outside, if you have a toolbox and scrap metal you can select the option "Fortify door", which locks it against other players and puts some sort of visual identifier on the door that shows that it is fortified (it could be a large padlock hanging at doorknob height or a steel door place right where the other door is graphically in the game - the players just need something that they can attack to de-fortify the door). If you have a grenade, satchel charge or a bear trap (regardless of whether the door is fortified), you can select "Boobytrap Door" which then will be triggered whenever another player tries to use a crowbar to open the door. When another player passes close to a fortified door, rather than the nametag "Door" the door will display "Fortified Door" which would be a clue that there might be loot inside if someone took the time to fortify it. But you can also NOT fortify the door and try to rely on the the fact that the door appears ordinary in order to not provide that clue. If a door is fortified, any player who is not the one who fortified the door (hopefully there is a way for the door to remember who fortified and boobytrapped it) must either shoot the steel reinforcing off or hack it off with a hatchet or use a crowbar and select he "Defortify door" option. Everytime the door is damaged it shoots a Makarov round directly into the dirt below it to aggro any zombies in the near area/alert players so that the door cannot be opened silently (ie: with a hatchet). The only way to silently break down a fortified door is by the "Defortify door" option (available only if the player has a crowbar), which involves a string of "X" number of "bandaging/fixing a tire" actions before the door is defortified silently (for example, X=10). After the door is defortified, one more "Pry open door" action must be taken in order to open the door and gain access to the instance inside the building. It's this action then that would trigger the grenade, satchel charge or beartrap boobytrap, which would take effect before the player was teleported into the instance. There could be another option when you faced one of the doors at an un-enterable building, which would be "Check for traps". Each time it is selected (it can be done any number of times), the basic "bandaging/fixing a tire" action will play and the message on the screen will read either "Did not find a trap" or "Trap disarmed" - if there IS a trap, then the player has a Y% chance of finding it every time and if it is found, it is automatically disarmed and the explosive/beartrap is wasted. If there is no trap or the trap check is not successful, then the "Did not find a trap" will display. This allows any player (with a crowbar) to try to enter the building in safety, but there will always be a chance, even if you check for traps 100 times, that a truly clever boobytrap will catch you unawares (ie: if Y = 25% then if you "Check for traps" five times then you will be 76.2% certain that the door is safe (10 checks would increase your confidence to 95%). Assuming that outside the game instances are indeed coming down the line, I think that this plan may be completely doable and serve as a complement to the potentially more rare underground shelters (in a more hidden place) that Rocket has discussed, while at the same time it utilizes parts of the game (un-enterable buildings, beartraps and the crowbar) which right now are not really used very much. Thanks for reading, I know that was long. Thoughts?
  7. farren.5@osu.edu

    Spawning Outside of Buildings, Not in Them

    I'm with you Flash - safehouse construction is something that the game really needs. I know that Rocket said he'd be adding underground shelters, probably when it comes out in a standalone game, but I'm not a big fan of that. I think it's a good idea, but the vast majority of people in an apocalyplse would not have perfectly hidden, bombproof shelters, simply because generally those have to be built before the crisis, not after. Has anybody ever tried to dig out a room-sized hole in the ground by hand? You'd go through a LOT of beans and Cokes getting that job done. Don't get me wrong, I look at underground shelters as being the pinnacle of survivor item-storage, but they should be a premium element that are fairly rare and there should be an intermediate step between them and a random tent in the woods - the fortified (semi-) safe-house.
  8. farren.5@osu.edu

    Spawning Outside of Buildings, Not in Them

    This idea has some real possibilities. It's like an indoor tent - server specific, capable of storing items, requires less physical space. Perhaps if you're logging into that server within 25m or 50m of where you've placed/saved a sleeping bag, you log in at the sleeping bag location, regardless if it's in a building inhabited by other players (in theory, your friends). If you log into a server where you haven't placed a sleeping bag, but within a building where there are players currently inhabiting, then you get bumped to a spawn point in a nearby building that has no players. Suggestion: This could be accomplished by designating a "spawn point" in each building. If you are within say 25m of the spawn point when you log out, you will log in at that spawn point at any other server you go to, UNLESS there is another player within 25m of that spawn point, at which point the server deposits you at nearest in-building spawn point that does not have anyone near it (or at the "outside of town" spawn point if the town is full of people, which could be possible at some of the very small farms). If you are outside of a building/not near a spawn point, then you would just log in wherever you actually were in the world, unless "hill-hopping" is a problem in addtion to "building-hopping" - if so perhaps the space between exterior spawn points would be more like 100m or they could be located in specific areas that provide some cover, like behind trees (cause it would SUCK to spawn in the middle of a field, all alone except for the sniper in the treeline). If the buiding/spawn point on that server has a sleeping bag you've placed then the spawning point switch rule is overrided. If the building has been fortified and saved by another player, then that player is the only person who can log in at that spawn point. (because otherwise you could get around fortified doors by server-hopping) If we could toggle on other players, and save them as "Friend" (like saving a vehicle), then maybe our friends could serve as the "sleeping bag" in this case, so that 2 friends logging in together in the same building didn't cause each other to be bounced to another location. By the way, I love the fact that someone named "The Power Nap" suggested that the game needs a sleeping bag. :P
  9. farren.5@osu.edu

    Spawning Outside of Buildings, Not in Them

    I like your idea of progression - that should be further built upon. The idea behind the ability to booby-trap (it's not an automatic thing) is that as soon as you encounter a closed door that you cannot open, you're immediately going to jump to the conclusion that you've stumbled upon someone's hideout and all their loot is inside. There's nothing stopping you from breaking down the door with a hatchet or crowbar (ie: quiet methods, rather than shooting the lock off). Adding the possibility of insta-death from being hit with a grenade would make a player thing twice, and might cause them to stand back and shoot the lock off instead. But this comes with it's own dangers, as the gun shots might draw zombies or other players. It forces a decision on how to best open the door, or to not risk the danger and ignore it. Without this, I don't think many people would be as willing to use this new idea, since their stuff could be stolen so easily. I'm thinking the lock should have about 7000 blood/damage capacity and have a target box about the size of a human head. That much damage capacity means that it'll take 2 on-target shots from most rifles (or only 1 shot from the heavy rifles/shotgun with buckshot pellets) to break the lock - that seems to be a pretty good approximation to real life. Note that this would also mean that it would take a full Makarov magazine to disable the lock, but given that the Makarov uses 9mm bullets, this seems OK. It also means that if you want to open the door safely from a distance, but not create a lot of noise, that you're going to be incurring a reasonable cost (at least 1 smaller magazine for a sidearm) but that seems fair to me. If I could have everything with this suggestion, I'd also set it up that the only way to break the lock noiselessly would be to use a crowbar to pry open the door. Although the hatchet is a silenced weapon, perhaps the lock could automatically cause a noise equivalent to a Makarov shot whenever it was damaged. This would provide an alternate reason to carry a crowbar, since it's really just a poor man's hatchet at this point, and keep the realism of the fact that someone hacking a door down with an axe is NOT a quiet activity. I'd also like to see it set it up so that either a beartrap or a grenade could be used to booby-trap the fortified door. The beartrap is interesting, but just doesn't seem to have much use in the game right now (like the crowbar) In terms of progression, perhaps a rare loot item could be added in the form of a tool - a lockpick. This would allow for a player to open someone else's fortified door without breaking the lock and activating any trap placed there. Of course, this all is dependent on the idea that something can be created that would allow for storage inside of a structure (ie: on a table or shelves), just like you can store things in a vehicle (and that it didn't eat all the stuff everytime there was a server re-set).
  10. farren.5@osu.edu

    Spawning Outside of Buildings, Not in Them

    I like what you're saying. Initial idea: If you have a Toolbox and Scrap Metal, when you go into a structure you have the option to "Fortify" the doorway. This makes it so that the door is barred and other players would have to shoot the lock off (or damage it somehow - finally a specific use for the crowbar?) in order to enter. Then you could save the fortified doorway just like you save a vehicle. The next step would be to change the aspect of shelves and tables in rooms to be able to store items, like a vehicle. This way a clan could take over a large building, everyone could have their own room which only they could open (someone else would have to break the lock off the door), and the clan could defend their HQ. Additionally, lone wolves could find random buildings in the middle of the woods and do the same. Being able to fortify gates this way would also be very interesting. Tying our ideas together completely - if someone has "fortified" a building, then it is removed from the list of potential "safe spawns" that I mentioned in my own post. I know that people wouldn't be happy about being able to enter even LESS buildings, but you'd still be able to enter them by shooting or whacking the locks off with a hatchet/crowbar, and this would add a new element to the game. Namely, finding the best hiding spot and consequently, engaging in thievery. Perhaps addtionally you could use grenades to booby-trap the doorway so that anyone nearby who forced it open would suffer the consequences.
  11. farren.5@osu.edu

    Spawning Outside of Buildings, Not in Them

    I posted something similar to this a couple weeks ago - tell me what you think of this idea: http://dayzmod.com/forum/index.php?/topic/81251-spawning-in-after-logging-out/page__hl__%22spawning+in%22
  12. farren.5@osu.edu

    Crawling when starving

    Please God no - I'm more in danger from Hunger than from Zombies or Players in the game. :)
  13. farren.5@osu.edu

    Spawning in after logging out

    Hello all, I'll keep it brief. Suggestion: --- "When logging back in, you discover that your character has had the prescence of mind to move to a "safe" location - somewhere they could abide while you go out and do the things in real life that must be done (so that you can get back to playing the game, of course!). Part of the purpose behind this suggestion is (1) the server-hopping problem to flank other players who are holed up in a building, etc., and part of it is because of (2) the sheer vulnerablity you have when you in. Essentially, certain (many) buildings/areas on the map would be desginated as spawn-in points. When you logged in, the game would look at your log out location, selected from a range of nearby log-in locations that met various criteria (ie: closest spawn-in, no players already in building/area of forest, no players/zombies within 100m, etc.), and log you in at the one that passed the most criteria." --- Personally, I hate when exchanging fire with another player with the knowledge that they can log out, server hop, get inside the building I'm in and log in behind me while I'm still scanning the area where they had been - it's absurd and unrealistic. I also had an experience once where upon log-in I saw the message "Cornerstone has been killed" and my screen cleared up to show another survivor standing in front of me holding a smoking pistol. Not cool. (I can understand WHY it happened, but we should find a way where it doesn't have to happen) Thanks for your time. I appreciate comments that could refine the idea. -Cornerstone
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